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OSBot :: 2007 OSRS Botting

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Pandemic

Trade With Caution
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Everything posted by Pandemic

  1. Pandemic replied to appl3's topic in Archive
    #2015
  2. 3 hours after they said it'll be released
  3. That's the only acceptable answer I like the scripters here that actually care about quality and great customer service
  4. Scrub, getFacing() is working fine, I'm pretty sure it's isUnderAttack() that's all screwy. I updated my mechanics today using getFacing() and a timeout and it's working fine
  5. I will take 17 please
  6. Yeah dij is pretty slow, the web walker is using something very similar to A*, path finding (in my AIO Walker) takes no longer than 2ms though.
  7. You add a ton of paths (normally taken), and the web walker will create the edges by connecting everything and merging redundant nodes. Look at my AIO Walker, that was made with minimal effort using this. Never thought of that, but can still be moderately easy to fix. I'll try it out and see if they connect, and if they do I'll clean it up. Thanks ;)
  8. Pandemic replied to lolmanden's topic in Spam/Off Topic
    I have a feeling this thread will be verified soon
  9. Huge update, made connecting now connect all nodes, not only beginning and ending nodes of paths, and also added a merging function to remove redundant nodes. I've also added 400 nodes that I collected today, check out my AIO Walker for available locations.
  10. Yeah, they changed a few major methods that combat scripts use, messing everything up :P If they don't plan on fixing it, we'll have to just change the way we handle combat.
  11. Nested and unnested ifs and loops are basic java knowledge and I told them they should know java before using these tutorials. Have you ever used the API's walk method? I assure you it's far from OK, it'll click the same position 3 or 4 times before it recognizes it's done. The code is quite presentable and works just fine, there are no errors at all.
  12. By static variables I'll assume you're talking about my constants, and they're not strictly needed, but they make it easier to look at. Where are my braces not consistent? I'm not seeing it My walking method is far from perfect, this is a tutorial for learning purposes, so I'm not going to write some sophisticated walking method that the new scripters here won't understand. The API's walking will keep clicking the same spot (not because I'm calling it 100 times, you only have to call it once and it just spam clicks the position). There's no need to check if the object is on screen, because the interact function handles that. I agree it could get in an infinite loop, but once again, this is just a beginners tutorial so it'll work for learning purposes. Thanks for reading.
  13. Pandemic replied to BotRS123's topic in Archive
    I love them, I've been hosting one of my sites (~250k views a month) with them and there's hardly any downtime (I don't think I've ever seen it ) for almost 2 years now.
  14. @Polish, I don't think you fully understand what this is, haha. There is no limit on tiles/nodes (besides memory) using this, I'll have a rough map up tonight so you guys can see how it works.
  15. Yeah I realize that and I'm using A* now ;)
  16. This isn't one of those path finders, this takes many already defined "nodes/edges" (positions essentialy) then traverses via the best way through (known) edges. The pathfinding itself (168 node test) takes under 1ms and initial time cost is in the 35ms area. I know it isn't as robust as a grid where every tile is on it, but it works very well for where it's supported.
  17. If by collision data you mean the positions, I somewhat agree, but I'm adding all surface nodes as we speak
  18. That's super cool to play with, I know what I'll be doing for the next 30 minutes or so
  19. Haha, beat you to it Well, there isn't a heuristic yet, but I might add that soon ;)
  20. Yeah it's a WIP, haha, I'll definitely improve it based on what you suggest EDIT: How's that?
  21. A* uses heuristics, which I'm not interested in doing (I'd like to make sure the shortest path is available, not just guesses or approximations). "Dijkstra is a special case for A* (when the heuristics is zero)." Going through more nodes (in my opinion) is a good thing, as it opens it up to seeing more available paths (even while being slightly less efficient). I managed to add and connect 111 nodes in 34ms, so efficiency really isn't an issue here. Ultimately, it works, and that's all that really matters, right?
  22. Looks great
  23. Not at all, this is a web walker. Say you add the nodes (positions) from lumbridge to varrock, and varrock to falador, and falador to edgeville. You can (given you're near any node) generate a path to any other node in your list (you could get the path from lumbridge to edgeville in one line). Also, once I add all of the nodes, you can essentials walk anywhere given you know where the ending position is and it will generate a path.
  24. Currently I'm not storing any nodes, that's for you to add. Just change the fillWalkNodes() to add your nodes to walkNodes array list

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